SoupaSonic
Smash Journeyman
alright thanks
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I think it was proven that the Boost Grab with Falco was slightly longer than the dash grab. And by slight, I think of only a few pixels. The end result is that attempting to boost grab gives no significent range to Falco's dash grab to try to use. Just stick with dash grabbing less likely to mess up than trying to perform boost grab commands.I don't think so. If you input the buttons like Snake's boost grab, you'll just end up with a regular running grab.
Wavebouncing lasers. A great gift for any occassion!Is there any good applications for wavebouncing with falco?
Yeah it all looks cool but does it really help in matches? I prefer reversing laser w/o the wavebouncing, the second laser hits lower. I'm just wondering if we can use wavebouncing somewhat like snake can to avoid being juggled.Wavebouncing lasers. A great gift for any occassion!
Video: http://www.youtube.com/watch?v=rHBulOwIs7g
Speaking of this, -possibly stupid question approaching- why does dairing a grounded opponent > uair always seem to work? Does it have that much hitstun or do people just not react? Because it seems to happen often enough where people would expect it and react accordingly.I enjoy fast falling Dair on an opponent who lets go of their shield. I can lead to early kills or a very fast way to chain damage.
Which this is the very reason why I always try to jump out of the stuff I've been comboed into. Jumping is almost always unpunishable because of the extra height added.By knocking them above you, you're putting yourself in an advantageous position. Opponents often get nervous and act on "instinct" so to speak. It puts them into a guessing game, and they have to make sure they guess right, because a smart Falco will wait to act until after the opponent does. If they airdodge, wait and areial, if they dodge the Uair you get a free hit with another move (as long as you react accordingly to their DI), and if they try to attack you can airdodge and punish, DJ and punish with another aerial, or even trade hits if they're at kill %s.
It is quite a bit from when I've been hit by it and seen from hitting other people. But I don't think it's enough to make the subsequent uair particularly hard to escape. -isn't sure- It's a combination of the hitstun and all the factors Denzi mentioned. Mostly the latter I'd say.I thought being a victim of a fast fall Dair from Falco does lead into a hefty amount of hit stun. I've been hit by it a few times myself.
I thought being a victim of a fast fall Dair from Falco does lead into a hefty amount of hit stun. I've been hit by it a few times myself.
Fix'd for ya.I remember other players johning about getting killed by a Uair or Bair after a FF Dair.
That's not off topic.-gets even further off topic- What's QQing even stand for anyway?
The shenanigans are from Dthrowing DDD from the very end of a ledge/platform. But it only works if Falco faces away the ledge. So to do this you typically have to use a Boost Pivot Grab and allow Falco to slide to the very end of the ledge. Once here you Dthrow. What happens is that DDD will recieve a lot less knockback.Can anyone elaborate on the ledge chaingrab shenanigance falco has on DDD?
Up smash and bair are your best kill moves, so you'll naturally want to keep them fresh. Utilt instead helps do that, and is great for setting up more aerial juggles with its lower knockback. I still don't use it terribly often, but it has its uses. I'm sure there are more reasons (priority stats and frame data perhaps? I'm not sure) but these are the best I know of.Why use utilt?
I can't see any situation when it is more viable than usmash.